Shapechanger. If the mula isn't in sunlight, it can use its action to polymorph in to a Medium cloud of mist, or back into its true form. While in mist form, the mula can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 60 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
Rejuvenation. If the mula is killed, it regains all its hit points at the next sunset unless its body was destroyed, in which case it will take 1d10 year to rejuvenate in a nearby grave. If its body is burned and the ashes are dispersed in at least two separate bodies of running water (stream, river, ocean...), the mula is destroyed for good.
Regeneration. The mula regains 20 hit points at the start of its turn. If the mula used successfully its bite attack on a creature on the previous turn it regains 30 hit points instead. If the mula takes radiant damage, this trait doesn't function at the start of the mula's next turn. The mula dies only if it starts its turn with 0 hit points and doesn't regenerate.
Vampire Weaknesses. The vampire has the following flaws:
Blood Addiction. In the presence of the blood of an evil alignment creature the vampire fails automatically blood frenzy saving throws.
Fear of the Sacred. If the vampire takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Hallowed Ground. The vampire cannot step into a temple or a place of worship. Such places are considered under the influence of a hallow spell for the vampire.
Voracious Rage. As a bonus action, if the mula used successfully its bite attack on a creature on the previous turn, the mula can enter a rage at the start of its turn. The rage lasts until the end of the mula's next turn or until the mula is incapacitated. While raging, the mula gains the following benefits:
- The mula has advantage on any ability check, saving throw, and attack that uses Strength.
- The mula is immune against being charmed or frightened, and against features that turn undead.
- The mula has resistance to bludgeoning, piercing, and slashing damage.
Multiattack. The mula makes three melee attacks, only one of which can be a bite attack.
Claws (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) slashing damage. Instead of dealing damage, the mula can grapple the target (escape DC 18).
Bite (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature that is grappled by the mula, incapacitated or restrained. Hit: 15(2d8 + 6) piercing damage plus 17 (5d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the mula regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Manifest Fear (Vampire Form Only). The mula targets one creature it can see within 60 feet of it, wracking it with terrible pain and psychic terror. The target must make a DC 18 Wisdom saving throw. On a failed save, it takes 17 (5d6) psychic damage and is frightened until the end of its next turn. On a successful save, the target takes half as much damage and isn't frightened.
Description
Vampire
Contrary to popular belief, monsters are not all alike. Like people, individual members of the same species can each have their own unique traits, preferences and weaknesses. A good example of this is the many species of vampires, some very different from the others, and only connected by their mandatory diet: fresh blood. Vampires are often referred as of the lower or higher variant. There seem to be some disagreement in the academic world as to what makes a vampire belong to either category. Most scholar qualifies a vampire of higher ascendancy when they show the ability to shapechange into a humanoid, but other base their assumption on their intelligence and capacity to use magical abilities. Other deny entirely the aforementioned classifications and state that higher vampires are an entirely different species, immortal and human looking.
Blood Addiction
When a vampire loses control of itself because of its Blood Addiction weakness the vampire enters a state called blood frenzy. In order to control itself near a source of blood, the vampire must make a DC 15 Wisdom saving throw, on a failed save it loses control and enters blood frenzy. The blood frenzy ends when the vampire use its bite attack successfully and inflicts necrotic damage to a target, unless noted otherwise in its individual description. If a vampire's saving throw is successful or the effect ends for it, the vampire is immune to the blood frenzy for the next 24 hours. While under the blood frenzy the vampire gains the following:
- The vampire shapeshifts back to its vampire form and cannot use its shapechanger feature until the frenzy ends.
- The vampire has advantage on melee weapon attack rolls, but attack rolls against it have advantage until the frenzy ends.
- The vampire cannot use its Innate Spellcasting or Spellcasting feature until the frenzy ends.
- The vampire becomes immune to the charmed and frightened condition until the frenzy ends.
Mula
When a mother wants to frighten her children into good behavior, they often make allusion to the mythical mula "If you misbehave, the mula will come to get you". Grown men only speak of the mula in hushed voice, warding themselves against evil the second after. Mulae, or moola as sometimes called, are nicknamed "the scourge of mankind" for a good reason. Once they are on the hunt their are unstoppable killing machine.
Symbol of Terror. Mulae are humanoid vampires that can somewhat pass for humans or elves if watched from a distance. From close vicinity though, nobody would mistake them for anything else than a terrifying creature of the night. They are completely hairless, with hellish facial features: a mouth filled with nightmarish fangs and bloodshot frenzied eyes. Despite their feral appearance, mulae are highly intelligent vampires, capable of elaborate planning and preparation but their ravening appetite will force them into isolation. Mulae are usually seen as a masculine entity but can be of any gender or simply androgynous. As higher vampires mulae do not need blood to survive but are extremely addicted to it.
Scourge of Mankind. All vampires have the reputation to feed on humanity, hunting in the dark corners of civilisation. Mulae though, play a particularly important role in vampire folklore. Mulae are known to prey on the wicked, going to great length to bring their ravenous judgment on killers, criminals and the morally corrupted. They are famous for making their presence known in the most brutal ways, leaving a chance for "honest" folks to abandon the miscreants before the mula's hunger consumes the entire town. As a prideful monster, the mula has full confidence in its abilities and will answer a direct challenge.
Irreverent Manslayer. Mulae vampires have a profond fear of everything that is holy. They will avoid sacred ground if they can and will never enter willingly a place of worship if they can avoid it. Most people believe that mulae are invincible, abandoning their home to find shelter in temples when one is spotted. They are not that far from the truth. Mulae are invulnerable to common steel and can regenerate most wounds quickly, or almost instantly if they can feed. Putting them down requires radiant attacks or literally cutting them down to piece. Even such measures might not suffice, for they can rejuvenate if not destroyed properly.
Reoccurring Cleansing. Like the ekimmara, the mula can enter a state of dormancy, waiting for better times to come. Some, usually once they were destroyed, will rejuvenate in the cold respite of a grave. Depending how badly their body was damaged, it can take up to a decade for the creature to reappear. Unusually thick fog over a graveyard is often the sign that a mula is resting there. Other mulae simply enter torpor once their bloody work is accomplished, waiting to pick up the scent of wicked blood once more.
Optional: Reveal Wickedness
Mulae cull the wicked, slay the irreverent and slaughter the tormented with no discrimination, remorse or mercy. With a simple gaze, they can assess the crimes of a person, judging it for the darkest deed it ever committed, with no regard for the good it did in the world. These merciless judges are seldom fooled and only the newborn or the saint can withstand their “justice” without fear.
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